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For our second year project for the Adv. Dip. Screen: Game Art course at TAFESA, me and a team of 7 others decided to band together and make something bigger than a few game props. From this, Mirage was born.

Since then, we have become independent of TAFE, giving us more freedom and creative control. Currently we are a team of six, including 3 artists, a composer, a sound technician and a programmer.

We are not the only team in our course making a mod, another team - Trigger Theory, are making their survival horror fps mod "Mentality" for the same engine.
Check them out here:
Moddb.com

Storyline -
Mirage is set in a large metropolis on the edge of a huge sea hollowed out by a meteor storm many thousands of years ago. During the course of the game, this city and its inhabitants are hit by a sudden and ruthless attack by a previously friendly nation from across the sea. Deploying a new weapon designed for mass casualties at a huge distance, the attacking nation is quick to gain the upper hand and soon the inhabitants of the city are fighting tooth and nail for their lives. The motivation behind this attack is unclear, and the player must play as both attacker and defender to discover it.

The story begins as the attack commences, and focuses on a small assassination mission within the larger assault. The focus then shifts to the frenzied attempt at defence by the remaining home guard and their allies. After halting the enemy advance, the focus switches back to the final leg of the mission, where the attackers have infiltrated the city, and must search and destroy their target.

Game play -
Mirage has a combat system similar to most other action RPGs, with the two mouse buttons for primary and secondary attacks. With interchangeable weapons including daggers, large swords, high powered rifles and much more - there is sure to be some very unique combat styles players can utilize to their advantage.

Camera control is similar to the tried and true method employed by most action RPGs, with the camera tracking the player, and being able to be rotated with the mouse to get any desired angle in the action.

There is also a levelling up system, similar to the Elder Scrolls system if you are familiar with Morrowind or Oblivion. Put simply, the more you use the item or weapon, the better you get at it. This system is simple, and encourages experimentation and sticking with your favourites instead of always going bigger and better. We will be developing this system to be more customizable, leading to greater player-driven character development.

Release Information:
Mirage serves both as a tech demo of our skills and an introduction to the greater Mirage story. As of now, our goal for the release of Mirage will be a three level mod, with approximate play time 30mins.
This mod acts as an introduction and prologue to the Mirage story, ending where a larger game may pick up. Based on reception of this mod, we will choose whether or not to take it further.

Feel free to throw any constructive crit or questions our way, we'd be happy to answer them!

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Hey guys – it’s been over a month since we last updated, and this is mainly because we have been super busy developing show reels and portfolios.

Almost a year ago, as part of a large scale project for a TAFESA Game Art course, a group of 8 students and I came together to attempt our first mod.

Our goal was a three level story based “prologue” that, although entirely open ended, introduced our concept and wrapped up a small story arc. We had many goals, including original combat mechanics, strange stories including guns versus swordplay, and a long term goal to present our final campaign at AvCon. Along the way, there were many mistakes made, road blocks hit, communication issues and many, many lessons learnt.

Now it is term 4 of our second and final year. The course is drawing to a close, and the team is looking toward the future. Over three quarters of the team has left in order to focus on their careers, or have grown tired of the project and decided to quit, things seem to be wrapping up for the year. I look over to the other four teams who started the project with us, some who dropped out early on, and some – like the horror mod Mentality – releasing their first highly successful alpha demos now.

Looking back over everything we have done, everything we hope to achieve, and everything we promised to you guys – it’s clear we failed. I won’t sugar-coat this, we didn’t achieve half of what we set out to do, and although we made some good assets, we just didn’t make the distance.

Now I could blame many factors on our failure, including myself as team leader – but I won’t, this isn’t what this article should be about. This is about looking towards the future.

The remaining team now has a choice, do we pack it in and move on – or do we stick with it and give Mirage the time and effort it deserves?

For the small group of dedicated artists and programmers who remain, the answer is clear – and we will not be stopping. For us, Mirage has developed into something we care for too much to let die, and we will continue to develop it into something better than it is now.

I won’t end this by more promises of what is to come, because honestly – I don’t know. The next few months are going to be very rocky, and until I get settled in wherever I will be working (if I actually get this stupid show reel looking decent) I can’t say when, where or how more Mirage stuff will come.

All I can say is – we are not dead, and we won’t be until Mirage is what we want it to be.

Thanks for your patience,
Nick Mower
Team Leader

Post-AvCon Mirage Update

Post-AvCon Mirage Update

News

A lot has changed, this is an update of what we have been doing for the past three weeks

Project Mirage Update #5

Project Mirage Update #5

News 3 comments

An update of our progress so far, what we are working on and what we hope to achieve in the next few weeks

Project Mirage - Release information

Project Mirage - Release information

News 2 comments

What to expect in the Dec 31st release of Mirage as of 14/6

Project Mirage Update #4

Project Mirage Update #4

News 5 comments

Issues, Solutions and Re-evaluations - Our plan for AvCon

Add file RSS Files
"Battle Theme 1" Concept Demo

"Battle Theme 1" Concept Demo

Music 1 comment

This is a demo of a battle theme that our composer, Jack Menhorn, has created to compliment the main theme. Our extreme, probably unachievable goal is...

Lonnard Wallpaper (1600x1200)

Lonnard Wallpaper (1600x1200)

Wallpapers

A wallpaper featuring one of our main characters, Redd. Based on our promo material for AvCon, Different sizes are avalible on demand. Enjoy!

Redd Wallpaper (1600x1200)

Redd Wallpaper (1600x1200)

Wallpapers

A wallpaper featuring one of our main characters, Redd. Based on our promo material for AvCon, Different sizes are avalible on demand. Enjoy!

Mirage - 1024 x 768

Mirage - 1024 x 768

Wallpapers

Support our mod with this great wallpaper. Mirage Logo, 1024 x 768 Put it all over your friend's computers at lans, I am sure they'd appreciate it.

Valstov - 1024 x 768

Valstov - 1024 x 768

Wallpapers

The Valstov Civilisation. Support them with this wallpaper! Replace the defult wallpaper at your work/school with this one! They'll love it! Valstov Logo...

Arkonis - 1024 x 768

Arkonis - 1024 x 768

Wallpapers

The Arkonis Civilisation. Support them with this wallpaper! They need all the support they can get... Arkonis Logo, 1024 x 768 Other sizes avaliable on...

Comments  (0 - 10 of 29)
Tanshaydar
Tanshaydar

Another dead one...

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galute
galute

can't wait. The ongoing project has yet to be revealed!
yay ^>^

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Shimmey Creator
Shimmey

We'll reveal all in time ;)

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Erwaitin
Erwaitin

It looks good guys, keep it up!

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DaveTheFreak
DaveTheFreak

Looks promising, tracking now for sure!

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bomblol
bomblol

Looks great, can't wait

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LORDDEREX
LORDDEREX

Looking good! tracking and w8ing for more updates!

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Shimmey Creator
Shimmey

Thanks :)
We are trying to get media updates at least once a week. I should upload some of our level plans and blockouts for the second level which is in development now.

Reply Good karma+1 vote
hero_kenshin
hero_kenshin

Sorry didnt mean doulbe post, i tried to reply to something you guys said earlier x_x

I Fail.

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Shimmey Creator
Shimmey

No worries :p

Thanks for the support :D

Reply Good karma+1 vote
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